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Edgar Allan Poe/Sullivan's Island Library
Closed for renovations
Phone: (843) 883-3914
West Ashley Library
9 a.m. - 7 p.m.
Phone: (843) 766-6635
Wando Mount Pleasant Library
9 a.m. - 8 p.m.
Phone: (843) 805-6888
Village Library
9 a.m. - 6 p.m.
Phone: (843) 884-9741
St. Paul's/Hollywood Library
9 a.m. - 8 p.m.
Phone: (843) 889-3300
Otranto Road Library
9 a.m. - 8 p.m.
Phone: (843) 572-4094
Mt. Pleasant Library
9 a.m. - 8 p.m.
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McClellanville Library
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Keith Summey North Charleston Library
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John's Island Library
9 a.m. - 8 p.m.
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Hurd/St. Andrews Library
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Folly Beach Library
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Miss Jane's Building (Edisto Library Temporary Location)
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Dorchester Road Library
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Baxter-Patrick James Island
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Main Library
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Phone: (843) 805-6892
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Phone: (843) 805-6909
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Virtual Reality-Based Joy Induction: The Role of Interactivity and Prior Mood.
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![loading](/sites/all/modules/hf_eds/images/loading.gif)
- Author(s): Bluman, Maor; Snider, Keren L.G.; Baratz, Guy; Cohen, Amit; Canetti, Daphna; Hasler, Béatrice S.
- Source:
CyberPsychology, Behavior & Social Networking. Apr2023, Vol. 26 Issue 4, p229-237. 9p. - Source:
- Additional Information
- Subject Terms: COMPUTER software; AFFECT (Psychology); FACTORIAL experiment designs; ANALYSIS of variance; CONFIDENCE intervals; VIRTUAL reality; TERRORISM; PLEASURE; SIMULATION methods in education; FEAR; TREATMENT effectiveness; PRE-tests & post-tests; RANDOMIZED controlled trials; BODY movement; PLAY; QUESTIONNAIRES; REPEATED measures design; DESCRIPTIVE statistics; FACTOR analysis; RESEARCH funding; STATISTICAL sampling; NATURE; ANGER; EVALUATION
- Abstract: This study evaluates the effectiveness of virtual reality (VR) as a novel tool for mood induction, specifically for inducing joy, and examines the role of interactivity and prior mood. We conducted an experiment using a 2 × 2 factorial design with 124 participants who were randomly assigned to either a neutral or negative prior mood condition, and an interactive or noninteractive joy induction condition. Prior mood was experimentally manipulated using a VR scenario that simulated a terror attack at a train station (negative mood condition) compared with a control condition in which no incidents occurred at the train station (neutral mood condition). Subsequently, participants entered a virtual park scenario that either allowed for playful interaction with objects in the park (interactive condition) or not (noninteractive condition). We found that interactive VR experiences lead to lower levels of negative affect compared with a noninteractive experience irrespective of participants' prior mood, but playful interaction in VR only increased joy when participants were in a neutral (not negative) prior mood. We suggest interactivity as a design principle for effective negative mood reduction, but further research is required on how to successfully transform a prior negative mood into joy. [ABSTRACT FROM AUTHOR]
- Abstract: Copyright of CyberPsychology, Behavior & Social Networking is the property of Mary Ann Liebert, Inc. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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